AAA Fighters – Advanced Combat
WHAT'S INCLUDED - 5 fighter prefabs, about 15 m long, 1 unit = 1 metre ... - Tileable 4K PBR materials shared by all ships, a per-ship overlay (dirt, dust, edge wear, ... RENDER PIPELINES
by Matei Ioan Alexandru
Price History +
- Number of textures: 85 (plus a sky cubemap and 2 reflection-probe maps)
- Texture dimensions: up to 4096x4096 (tileable 4K PBR sets)
- Polygon count per ship hull at LOD0 (including the cockpit interior): FT-012 41,868 / FT-003 36,672 / FT-017 40,482 / FT-006 36,152 / FT-015 36,984 triangles
- Minimum polygon count: 1,846 triangles (hull LOD3)
- Maximum polygon count: about 53,000 triangles (complete ship with all weapons and moving parts at LOD0)
- Number of meshes/prefabs: 254 meshes in 39 FBX files; 45 prefabs (5 ships, 34 rounds, 6 effects)
- Rigging: No (moving parts are separate meshes on sockets, driven by script)
- Animation count: 9 camera clips for the Timeline cinematic; gear, canopy, rotors, guns and launchers are driven procedurally by the AAFShip component
- UV mapping: Yes (UV0 tileable materials, UV1 per-ship overlay, UV2 markings atlas, UV3 cockpit screens)
- LOD information: 4 levels per ship in one LOD Group
- Collision: hand-authored convex Mesh Colliders (35-40 per ship)
- Types of materials and texture maps: PBR (base colour, normal, metallic/roughness/AO masks), emissive, Shader Graph with URP and HDRP targets
- Scripts: 5 C# runtime scripts, no third-party dependencies
- Render pipelines: URP 14+ and HDRP 14+, Unity 2022.3 or newer
What you see is what you get: everything in the video and images is included in the pack, including the skybox.
Five heavily armed sci-fi fighters, ready to fly in your game: FT-012, FT-003 and FT-017 in dark gunmetal, FT-006 and FT-015 in crimson. Every ship has its own cockpit interior at human scale, landing gear, a hinged canopy, engine rotors, guns, rocket pods, missile launchers and carried missiles, all as separate parts that move and fire from a simple C# component.
WHAT'S INCLUDED
- 5 fighter prefabs, about 15 m long, 1 unit = 1 metre
- Cockpit interior on every ship: seat with cushions and harness, lit multi-function displays, HUD combiner, side consoles, stick, throttle, pedals and interior lights; layout and display colours vary per ship
- Every weapon and moving part is a separate mesh on its own socket: canopy, landing gear, engine rotors, guns, rocket pods, missile launchers, carried missiles
- AAFShip component: SetThrottle, SetGear, OpenCanopy, Fire (guns, rockets, missiles), ReleaseStore, ReleaseAllStores, RearmStores, AimAt; UnityEvents OnFired and OnStoreReleased; one-argument versions for UnityEvents and Timeline signals
- 34 round prefabs (rockets, missiles, shells) with launch speed, acceleration, drop and lifetime
- Particle effects that work in URP and HDRP: engine jets and plumes that follow the throttle, muzzle flashes with light pulses, tracers, rocket and missile trails
- LOD Group with 4 levels on every ship; hull, glass, cockpit and all moving parts switch together
- Hand-authored convex Mesh Colliders on every hull, weapon, moving part and round; colliders on moving parts move with them
- Tileable 4K PBR materials shared by all ships, a per-ship overlay (dirt, dust, edge wear, hazard stripes), stencil markings that stay sharp at any distance, emissive cockpit screens
- Showcase scene: the five ships in formation with a Timeline cinematic (camera animation plus signal tracks for gear, canopy, throttle, guns, rockets, missiles and stores) and a free-fly camera
- Overview scene: every ship, weapon, moving part and round on a studio floor with a free-fly camera
- Space skybox (cubemap) seen in the video
RENDER PIPELINES
- URP (default content) and HDRP (nested package with HDRP materials, prefabs, scenes and settings)
- Unity 2022.3 or newer, URP 14+ / HDRP 14+
- The Built-in Render Pipeline is not supported
Documentation: a PDF guide (setup for URP and HDRP, scripting API, scenes, triangle counts) is included in the package.